Chapter 831 - Some Optimizations and Modifications (Four Changes)

Development for Assassin's Creed: Origins is well underway, and some of the changes to the VR version have been largely fine.

As for the loading problem that many people are worried about, Chen Mo adopted a relatively compromise design scheme in Assassin's Creed: Origins.

Assassin's Creed: Origins will be an open world, and it can only be an open world. Because it is impossible for the linear game to show the entire vast ancient Egypt, those wonderful side quests are impossible.

However, the open world will inevitably encounter the problem of how to deal with the loading of resources.

The Uncharted-level graphics have basically mined the performance of the VR game pod to the extreme, and this is on the premise that the performance of the VR game pod is concentrated and only handles a small part of the scene. If you want to make an open world, you will inevitably allow players to choose any route to explore, and it is impossible to plan the player's route in advance.

That's why the VR version of Assassin's Creed: Origins uses a seamless map approach, which divides the large map into many small chunks, and when the player reaches a small chunk, the surrounding chunks are preloaded.

However, just this level of "seamless maps", as well as some other games that have done it, still does not guarantee 100% elimination of the loading bar. So, Assassin's Creed: Origins has a few other ways.

For example, in some specific area nodes, like in Uncharted, the loading bar is covered by cutscenes or specific actions, and the area resources around the protagonist are quickly read while loading.

The other is to plan the player's main line process more rigorously, and at the same time, through artificial intelligence systems and big data analysis, infer his next travel route according to the player's behavior habits, and preload the resources of the player's next behavior goal based on tasks or activities.

In other words, the system judges that the player has a high probability of completing task A next, so it will preload the resources related to task A in advance, so that the player can play more smoothly.

This situation is mainly used in the following scenarios: for example, the player receives a mission a few hundred meters away, and he happens to have a teleportation point at that location, and most players will choose to teleport over. If it is set up normally, such a long-distance teleportation will inevitably cause loading, but if the system can predict that he will teleport in advance, then it can load the resources near the teleportation point in advance, thereby eliminating or greatly reducing the loading time, and it may be just a shot of the eagle flying through the sky, and the loading will be completed.

Or, if the player dies while completing a mission, and the respawn point is a few hundred meters away, it will also be loaded. And if the system still has the resources of the respawn point, then this loading time can also be saved.

In these ways, Assassin's Creed: Origins can eliminate the vast majority of loading, giving players a very coherent gameplay experience. At least the first time you play it, most players don't realize that the game is loading.

Of course, players may also have a whim, wanting to teleport to another place across thousands of meters, then loading is inevitable at this time, Chen Mo is not a god, and he can't do anything about this kind of technically unsolvable problem.

However, Chen Mo arranges a cooler loading space for players like the original "Assassin's Creed: Origins", when players are loading, it is not that they can't do anything just by looking at the progress bar, but they can run around in the virtual space of Animus, try their various attack moves, and there will be some virtual dummies for players to practice, so that they will not feel too bored in the loading process for a long time.

In addition, Chen Mo has also made some optimizations to the level and main quest of Assassin's Creed: Origins.

In the original game, the difficulty setting and the arrangement of the quest line are not particularly reasonable, and one of the most significant problems is that many people can feel that the main quest is too loose, and they are a little confused when they play and don't know what they should do.

Because in the original work, even the level suppression in the easy difficulty is very serious. If the player crosses the level to challenge the monster, then even if the skill itself is good, it will be very difficult to fight, because the numerical design is like this.

Therefore, the player encounters a dilemma: if you only do the main quest, because of the lack of experience and insufficient level improvement, the demand level of the main quest will soon be much higher than the player's current level, and the task will be very difficult to do, or even completely stuck.

If the player goes to a place and clears the side quest after clearing the main quest, it will indeed be very difficult and the experience is enough, but in this way, it dilutes the main plot.

The last mission was to assassinate a member of the Order of the Ancients, but the next mission is to find a drunken husband or a missing baby, or even recover a merchant's stolen horse......

After the side quest is completed, the player looks back and thinks, what should the next main quest do? It's all forgotten.

This mix of main quests and side quests will seriously dilute the main quest, leaving many players at a loss when playing: What should I do now? The main quest level is not enough, and I don't want to do the side quest.

In fact, this kind of level suppression is completely unnecessary, and many players choose easy difficulty, just to quickly pass the plot, and as a result, this task flow is equivalent to artificially creating difficulty.

Also, it doesn't make sense from the background. Bayek is obviously a well-trained fighter and should be worthy of everyone, but why does he keep leveling up? It doesn't make sense to be completely unable to defeat some powerful enemies without leveling up.

You know, Bayek is not a fledgling prince, and he relies on upgrades to advance the plot along the way......

Therefore, Chen Mo chose to use dynamic levels, and the enemies refreshed in the whole map will be dynamically adjusted according to the player's current level. In this way, players can choose to push only the main quest all the way to the clearance, and then go back and slowly clear the side quests; It is also possible to do it together with the main line and branch lines.

In this way, different players can choose different ways to experience the story, and will no longer be bound by levels, and will be able to better experience the fun of "Egypt Travel Simulator".

And it's more scientific in terms of personality.,I'm Bayek like this dick.,Why should I be beaten by you NPCs with a low level?

Of course, the original upgrade and skill system still needs to be retained, and players will continue to encounter stronger challenges during the game to ensure the strength of the later game. However, this challenge is more technical than numerical.